Interesting read...
http://www.investopedia.com/articles/trading/04/120804.asp
Monday, November 25
Saturday, November 16
Particle Emitters - Part III
And here are the actual effects themselves. It generates the actual effect:
function WhirlEmitter(point,color)
{
this.position = point; // Vector
this.velocity = Vector.fromAngle(0,.5); // Vector
this.spread = Math.PI/1; // possible angles = velocity +/- spread
this.drawColor = "#999"; // So we can tell them apart from Fields later
this.particleColor = color;
this.maxParticles = 100;
this.particleSize = 1;
this.numParticles = 0;
this.emissionRate = 1;
this.tether = rand(60,100);
}
WhirlEmitter.prototype.emit = function()
{
var angle = this.velocity.getAngle() + this.spread - (Math.random() * this.spread * 2);
var magnitude = this.velocity.getMagnitude();
var velocity = new Vector(0,0);//Vector.fromAngle(angle, magnitude);
var position = new Vector(this.position.x + velocity.x * 25, this.position.y + velocity.y * 25);
var particle = new Particle(position,velocity,new Vector(0,0),this.particleColor,2);
particle.action = "whirlParticle";
particle.particleColor = this.particleColor;//'rgb(' + rand(0,255) + ','+ rand(0,255) + ','+ rand(0,255) + ')'
particle.tether = rand(1,360)/100;
particle.origin = new Vector(this.position.x, this.position.y);
//this.position.x++;
return particle;
};
function whirlParticle(particle)
{
//alert(particle.life + ":" + particle.tether);
var tmpX = particle.origin.x + particle.radius * Math.cos(particle.tether);
var tmpY = particle.origin.y + particle.radius * Math.sin(particle.tether);
particle.position = new Vector(tmpX, tmpY);
particle.tether+=.25;
particle.particleSize-=.01;
if(particle.tether > 7)
{
particle.tether = .36;
particle.radius-=5;
}
if(particle.radius < 0 || particle.particleSize <= 0)
{
return "";
}
return particle;
}
function WhirlEmitter(point,color)
{
this.position = point; // Vector
this.velocity = Vector.fromAngle(0,.5); // Vector
this.spread = Math.PI/1; // possible angles = velocity +/- spread
this.drawColor = "#999"; // So we can tell them apart from Fields later
this.particleColor = color;
this.maxParticles = 100;
this.particleSize = 1;
this.numParticles = 0;
this.emissionRate = 1;
this.tether = rand(60,100);
}
WhirlEmitter.prototype.emit = function()
{
var angle = this.velocity.getAngle() + this.spread - (Math.random() * this.spread * 2);
var magnitude = this.velocity.getMagnitude();
var velocity = new Vector(0,0);//Vector.fromAngle(angle, magnitude);
var position = new Vector(this.position.x + velocity.x * 25, this.position.y + velocity.y * 25);
var particle = new Particle(position,velocity,new Vector(0,0),this.particleColor,2);
particle.action = "whirlParticle";
particle.particleColor = this.particleColor;//'rgb(' + rand(0,255) + ','+ rand(0,255) + ','+ rand(0,255) + ')'
particle.tether = rand(1,360)/100;
particle.origin = new Vector(this.position.x, this.position.y);
//this.position.x++;
return particle;
};
function whirlParticle(particle)
{
//alert(particle.life + ":" + particle.tether);
var tmpX = particle.origin.x + particle.radius * Math.cos(particle.tether);
var tmpY = particle.origin.y + particle.radius * Math.sin(particle.tether);
particle.position = new Vector(tmpX, tmpY);
particle.tether+=.25;
particle.particleSize-=.01;
if(particle.tether > 7)
{
particle.tether = .36;
particle.radius-=5;
}
if(particle.radius < 0 || particle.particleSize <= 0)
{
return "";
}
return particle;
}
Saturday, November 9
Particle Emitters - Part II
Check out the Particle Emitters Series to get the full picture.
There are some basic functions that are needed for to make this work, they are as follows. We won't be modify this much except for the plotParticles function, where we have to change the if statements for each of our effects. (I know there must be a clever way to do this, but I ran outta time)
function Particle(point, velocity, acceleration,color,size) {
this.position = point || new Vector(0, 0);
this.velocity = velocity || new Vector(0, 0);
this.acceleration = acceleration || new Vector(0, 0);
this.origin = new Vector(0,0);
this.color = color
this.particleSize = size;
this.action = "";
this.life = 0;
this.tether = 0;
this.radius = 25;
}
function plotParticles(boundsX, boundsY)
{
// a new array to hold particles within our bounds
var currentParticles = [];
for (var i = 0; i < particles.length; i++)
{
var particle = particles[i];
var pos = particle.position;
if(particle.action == "warpParticle")
{
particle = warpParticle(particle);
particle.move();
}
if(particle.action == "whirlParticle")
{
particle = whirlParticle(particle);
}
if(particle.action == "beamParticle")
{
particle = beamParticle(particle);
}
if(particle != "")
{
// If we're out of bounds, drop this particle and move on to the next
if (pos.x < 0 || pos.x > boundsX || pos.y < 0 || pos.y > boundsY) continue;
if (particle.particleSize <= 0) continue;
// Add this particle to the list of current particles
currentParticles.push(particle);
}
}
// Update our global particles, clearing room for old particles to be collected
particles = currentParticles;
}
function rand(from,to)
{
return Math.floor(Math.random()*(to-from+1)+from);
}
function drawParticles()
{
// For each particle
for (var i = 0; i < particles.length; i++)
{
context.fillStyle = particles[i].color;
var position = particles[i].position;
//context.fillRect(position.x, position.y, particles[i].particleSize, particles[i].particleSize);
context.fillStyle = particles[i].particleColor;
context.beginPath();
context.arc(position.x, position.y, particles[i].particleSize, 0, Math.PI * 2);
context.closePath();
context.fill();
}
}
function addNewParticles()
{
for (var i = 0; i < emitters.length; i++)
{
if(emitters[i].numParticles < emitters[i].maxParticles)
{
for (var j = 0; j < emitters[i].emissionRate; j++)
{
particles.push(emitters[i].emit());
emitters[i].numParticles++;
}
}
}
}
Particle.prototype.move = function () {
// Add our current acceleration to our current velocity
this.velocity.add(this.acceleration);
// Add our current velocity to our position
this.position.add(this.velocity);
};
function Vector(x, y) {
this.x = x || 0;
this.y = y || 0;
}
// Add a vector to another
Vector.prototype.add = function(vector) {
this.x += vector.x;
this.y += vector.y;
}
// Gets the length of the vector
Vector.prototype.getMagnitude = function () {
return Math.sqrt(this.x * this.x + this.y * this.y);
};
// Gets the angle accounting for the quadrant we're in
Vector.prototype.getAngle = function () {
return Math.atan2(this.y,this.x);
};
// Allows us to get a new vector from angle and magnitude
Vector.fromAngle = function (angle, magnitude) {
return new Vector(magnitude * Math.cos(angle), magnitude * Math.sin(angle));
};
There are some basic functions that are needed for to make this work, they are as follows. We won't be modify this much except for the plotParticles function, where we have to change the if statements for each of our effects. (I know there must be a clever way to do this, but I ran outta time)
function Particle(point, velocity, acceleration,color,size) {
this.position = point || new Vector(0, 0);
this.velocity = velocity || new Vector(0, 0);
this.acceleration = acceleration || new Vector(0, 0);
this.origin = new Vector(0,0);
this.color = color
this.particleSize = size;
this.action = "";
this.life = 0;
this.tether = 0;
this.radius = 25;
}
function plotParticles(boundsX, boundsY)
{
// a new array to hold particles within our bounds
var currentParticles = [];
for (var i = 0; i < particles.length; i++)
{
var particle = particles[i];
var pos = particle.position;
if(particle.action == "warpParticle")
{
particle = warpParticle(particle);
particle.move();
}
if(particle.action == "whirlParticle")
{
particle = whirlParticle(particle);
}
if(particle.action == "beamParticle")
{
particle = beamParticle(particle);
}
if(particle != "")
{
// If we're out of bounds, drop this particle and move on to the next
if (pos.x < 0 || pos.x > boundsX || pos.y < 0 || pos.y > boundsY) continue;
if (particle.particleSize <= 0) continue;
// Add this particle to the list of current particles
currentParticles.push(particle);
}
}
// Update our global particles, clearing room for old particles to be collected
particles = currentParticles;
}
function rand(from,to)
{
return Math.floor(Math.random()*(to-from+1)+from);
}
function drawParticles()
{
// For each particle
for (var i = 0; i < particles.length; i++)
{
context.fillStyle = particles[i].color;
var position = particles[i].position;
//context.fillRect(position.x, position.y, particles[i].particleSize, particles[i].particleSize);
context.fillStyle = particles[i].particleColor;
context.beginPath();
context.arc(position.x, position.y, particles[i].particleSize, 0, Math.PI * 2);
context.closePath();
context.fill();
}
}
function addNewParticles()
{
for (var i = 0; i < emitters.length; i++)
{
if(emitters[i].numParticles < emitters[i].maxParticles)
{
for (var j = 0; j < emitters[i].emissionRate; j++)
{
particles.push(emitters[i].emit());
emitters[i].numParticles++;
}
}
}
}
Particle.prototype.move = function () {
// Add our current acceleration to our current velocity
this.velocity.add(this.acceleration);
// Add our current velocity to our position
this.position.add(this.velocity);
};
function Vector(x, y) {
this.x = x || 0;
this.y = y || 0;
}
// Add a vector to another
Vector.prototype.add = function(vector) {
this.x += vector.x;
this.y += vector.y;
}
// Gets the length of the vector
Vector.prototype.getMagnitude = function () {
return Math.sqrt(this.x * this.x + this.y * this.y);
};
// Gets the angle accounting for the quadrant we're in
Vector.prototype.getAngle = function () {
return Math.atan2(this.y,this.x);
};
// Allows us to get a new vector from angle and magnitude
Vector.fromAngle = function (angle, magnitude) {
return new Vector(magnitude * Math.cos(angle), magnitude * Math.sin(angle));
};
Saturday, November 2
Particle Emitters - Part I
I've been playing around with Particle Emitters. Those are the cool little animations like star bursts and flowing bubbles that you see in games.
I used the following as a blank canvas for me to work with:
(notice you will need particleFunctions,js and particleEffects.js which are coming in part II and III)
<html>
<head>
<script language=javascript src="particleFunctions.js"></script>
<script language=javascript src="particleEffects.js"></script>
</head>
<body>
<canvas style="width:300px; height:300px;border:1px solid black;background:black;" width=300 height=300></canvas>
<script>
var canvas = document.querySelector('canvas');
var context = canvas.getContext('2d');
var particles = [];
emitters = new Array();
emitters.push(new WhirlEmitter(new Vector(canvas.width/2+5,canvas.height/2),'green'));
emitters.push(new BeamEmitter(new Vector(canvas.width/2,canvas.height/2),'green'));
function loop() {
clear();
update();
draw();
queue();
}
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
function queue() {
window.requestAnimationFrame(loop);
}
function update() {
addNewParticles();
plotParticles(canvas.width, canvas.height);
}
function draw() {
drawParticles();
}
loop();
</script>
</body>
</html>
I used the following as a blank canvas for me to work with:
(notice you will need particleFunctions,js and particleEffects.js which are coming in part II and III)
<html>
<head>
<script language=javascript src="particleFunctions.js"></script>
<script language=javascript src="particleEffects.js"></script>
</head>
<body>
<canvas style="width:300px; height:300px;border:1px solid black;background:black;" width=300 height=300></canvas>
<script>
var canvas = document.querySelector('canvas');
var context = canvas.getContext('2d');
var particles = [];
emitters = new Array();
emitters.push(new WhirlEmitter(new Vector(canvas.width/2+5,canvas.height/2),'green'));
emitters.push(new BeamEmitter(new Vector(canvas.width/2,canvas.height/2),'green'));
function loop() {
clear();
update();
draw();
queue();
}
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
function queue() {
window.requestAnimationFrame(loop);
}
function update() {
addNewParticles();
plotParticles(canvas.width, canvas.height);
}
function draw() {
drawParticles();
}
loop();
</script>
</body>
</html>
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